mirror of https://github.com/AxioDL/metaforce.git
148 lines
6.0 KiB
C++
148 lines
6.0 KiB
C++
#include "CParticleSwooshShaders.hpp"
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#include "Particle/CParticleSwoosh.hpp"
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#include "Particle/CSwooshDescription.hpp"
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namespace urde
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{
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static const char* VS =
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"struct VertData\n"
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"{\n"
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" float4 posIn : POSITION;\n"
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" float4 uvIn : UV;\n"
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" float4 colorIn : COLOR;\n"
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"};\n"
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"\n"
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"cbuffer SwooshUniform : register(b0)\n"
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"{\n"
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" float4x4 mvp;\n"
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"};\n"
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"\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 pos : SV_Position;\n"
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" float4 color : COLOR;\n"
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" float2 uv : UV;\n"
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"};\n"
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"\n"
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"VertToFrag main(in VertData v)\n"
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"{\n"
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" VertToFrag vtf;\n"
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" vtf.color = v.colorIn;\n"
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" vtf.uv = v.uvIn.xy;\n"
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" vtf.pos = mul(mvp, float4(v.posIn.xyz, 1.0));\n"
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" return vtf;\n"
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"}\n";
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static const char* FS_TEX =
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"struct VertToFrag\n"
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"{\n"
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" float4 pos : SV_Position;\n"
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" float4 color : COLOR;\n"
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" float2 uv : UV;\n"
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"};\n"
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"\n"
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"SamplerState samp : register(s0);\n"
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"Texture2D tex : register(t0);\n"
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"float4 main(in VertToFrag vtf) : SV_Target0\n"
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"{\n"
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" return vtf.color * tex.Sample(samp, vtf.uv);\n"
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"}\n";
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static const char* FS_NOTEX =
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"struct VertToFrag\n"
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"{\n"
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" float4 pos : SV_Position;\n"
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" float4 color : COLOR;\n"
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" float2 uv : UV;\n"
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"};\n"
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"\n"
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"float4 main(in VertToFrag vtf) : SV_Target0\n"
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"{\n"
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" return vtf.color;\n"
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"}\n";
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struct D3DParticleSwooshDataBindingFactory : TShader<CParticleSwooshShaders>::IDataBindingFactory
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{
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boo::ObjToken<boo::IShaderDataBinding>
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BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
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CParticleSwooshShaders& shaders)
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{
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CParticleSwoosh& gen = shaders.m_gen;
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CSwooshDescription* desc = gen.GetDesc();
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CUVElement* texr = desc->x3c_TEXR.get();
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boo::ObjToken<boo::ITexture> textures[] = {texr ? texr->GetValueTexture(0).GetObj()->GetBooTexture() : nullptr};
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boo::ObjToken<boo::IGraphicsBuffer> uniforms[] = {gen.m_uniformBuf.get()};
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gen.m_dataBind = ctx.newShaderDataBinding(shaders.m_pipeline, CParticleSwooshShaders::m_vtxFormat,
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gen.m_vertBuf.get(), nullptr, nullptr, 1, uniforms,
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nullptr, texr ? 1 : 0, textures, nullptr, nullptr);
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return nullptr;
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}
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};
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TShader<CParticleSwooshShaders>::IDataBindingFactory* CParticleSwooshShaders::Initialize(boo::ID3DDataFactory::Context& ctx)
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{
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static const boo::VertexElementDescriptor VtxFmt[] =
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{
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{nullptr, nullptr, boo::VertexSemantic::Position4},
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{nullptr, nullptr, boo::VertexSemantic::UV4},
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{nullptr, nullptr, boo::VertexSemantic::Color},
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};
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m_vtxFormat = ctx.newVertexFormat(3, VtxFmt);
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m_texZWrite = ctx.newShaderPipeline(VS, FS_TEX, nullptr, nullptr, nullptr, m_vtxFormat,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
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true, false, boo::CullMode::None);
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m_texNoZWrite = ctx.newShaderPipeline(VS, FS_TEX, nullptr, nullptr, nullptr, m_vtxFormat,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
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true, false, boo::CullMode::None);
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m_texAdditiveZWrite = ctx.newShaderPipeline(VS, FS_TEX, nullptr, nullptr, nullptr, m_vtxFormat,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
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true, false, boo::CullMode::None);
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m_texAdditiveNoZWrite = ctx.newShaderPipeline(VS, FS_TEX, nullptr, nullptr, nullptr, m_vtxFormat,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
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true, false, boo::CullMode::None);
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m_noTexZWrite = ctx.newShaderPipeline(VS, FS_NOTEX, nullptr, nullptr, nullptr, m_vtxFormat,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
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true, false, boo::CullMode::None);
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m_noTexNoZWrite = ctx.newShaderPipeline(VS, FS_NOTEX, nullptr, nullptr, nullptr, m_vtxFormat,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
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true, false, boo::CullMode::None);
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m_noTexAdditiveZWrite = ctx.newShaderPipeline(VS, FS_NOTEX, nullptr, nullptr, nullptr, m_vtxFormat,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
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true, false, boo::CullMode::None);
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m_noTexAdditiveNoZWrite = ctx.newShaderPipeline(VS, FS_NOTEX, nullptr, nullptr, nullptr, m_vtxFormat,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
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true, false, boo::CullMode::None);
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return new struct D3DParticleSwooshDataBindingFactory;
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}
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template <>
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void CParticleSwooshShaders::Shutdown<boo::ID3DDataFactory>()
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{
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m_vtxFormat.reset();
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m_texZWrite.reset();
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m_texNoZWrite.reset();
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m_texAdditiveZWrite.reset();
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m_texAdditiveNoZWrite.reset();
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m_noTexZWrite.reset();
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m_noTexNoZWrite.reset();
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m_noTexAdditiveZWrite.reset();
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m_noTexAdditiveNoZWrite.reset();
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}
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}
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